pmdsky-debug-py 10.0.45__py3-none-any.whl → 10.0.47__py3-none-any.whl

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- RELEASE = "v0.10.0+cbbbc95c91"
1
+ RELEASE = "v0.10.0+d5d2460d80"
pmdsky_debug_py/eu.py CHANGED
@@ -11017,8 +11017,8 @@ class EuItcmFunctions:
11017
11017
  )
11018
11018
 
11019
11019
  Render3dTextureInternal = Symbol(
11020
- None,
11021
- None,
11020
+ [0xA10],
11021
+ [0x20B46D0],
11022
11022
  None,
11023
11023
  "Render3dTextureInternal",
11024
11024
  "Implements most of the rendering logic for Render3dTexture.\n\nr0: render_3d_texture",
@@ -11035,8 +11035,8 @@ class EuItcmFunctions:
11035
11035
  )
11036
11036
 
11037
11037
  Render3dTextureNoSetup = Symbol(
11038
- None,
11039
- None,
11038
+ [0xC60],
11039
+ [0x20B4920],
11040
11040
  None,
11041
11041
  "Render3dTextureNoSetup",
11042
11042
  "Same as Render3dTexture except without calls to Render3dSetTextureParams and Render3dSetPaletteBase to set up geometry engine parameters.\n\nPresumably used to render multiple texture tiles with the same parameters without the extra setup overhead? But this function doesn't actually seem to be referenced anywhere.\n\nr0: render_3d_texture",
@@ -22679,7 +22679,7 @@ class EuOverlay29Functions:
22679
22679
  [0x22E1F68],
22680
22680
  None,
22681
22681
  "GetTileAtEntity",
22682
- "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturns: pointer to tile",
22682
+ "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturn: pointer to tile",
22683
22683
  None,
22684
22684
  )
22685
22685
 
@@ -24661,7 +24661,7 @@ class EuOverlay29Functions:
24661
24661
  [0x2300988],
24662
24662
  None,
24663
24663
  "GetNumberOfAttacks",
24664
- "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturns: int",
24664
+ "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturn: int",
24665
24665
  None,
24666
24666
  )
24667
24667
 
@@ -25192,7 +25192,7 @@ class EuOverlay29Functions:
25192
25192
  [0x2305A0C],
25193
25193
  None,
25194
25194
  "DisplayActions",
25195
- "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturns: Seems to be true if there were any pending actions to display.",
25195
+ "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturn: Seems to be true if there were any pending actions to display.",
25196
25196
  None,
25197
25197
  )
25198
25198
 
@@ -27199,7 +27199,7 @@ class EuOverlay29Functions:
27199
27199
  [0x23246B0],
27200
27200
  None,
27201
27201
  "MoveHitCheck",
27202
- "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturns: True if the move hits, false if it misses.",
27202
+ "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturn: True if the move hits, false if it misses.",
27203
27203
  None,
27204
27204
  )
27205
27205
 
@@ -27253,7 +27253,7 @@ class EuOverlay29Functions:
27253
27253
  [0x232539C],
27254
27254
  None,
27255
27255
  "DungeonRandOutcomeUserTargetInteraction",
27256
- "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
27256
+ "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
27257
27257
  None,
27258
27258
  )
27259
27259
 
@@ -27262,7 +27262,7 @@ class EuOverlay29Functions:
27262
27262
  [0x2325488],
27263
27263
  None,
27264
27264
  "DungeonRandOutcomeUserAction",
27265
- "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
27265
+ "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
27266
27266
  None,
27267
27267
  )
27268
27268
 
@@ -10951,8 +10951,8 @@ class EuItcmItcmFunctions:
10951
10951
  )
10952
10952
 
10953
10953
  Render3dTextureInternal = Symbol(
10954
- None,
10955
- None,
10954
+ [0xA10],
10955
+ [0x1FF8A10],
10956
10956
  None,
10957
10957
  "Render3dTextureInternal",
10958
10958
  "Implements most of the rendering logic for Render3dTexture.\n\nr0: render_3d_texture",
@@ -10969,8 +10969,8 @@ class EuItcmItcmFunctions:
10969
10969
  )
10970
10970
 
10971
10971
  Render3dTextureNoSetup = Symbol(
10972
- None,
10973
- None,
10972
+ [0xC60],
10973
+ [0x1FF8C60],
10974
10974
  None,
10975
10975
  "Render3dTextureNoSetup",
10976
10976
  "Same as Render3dTexture except without calls to Render3dSetTextureParams and Render3dSetPaletteBase to set up geometry engine parameters.\n\nPresumably used to render multiple texture tiles with the same parameters without the extra setup overhead? But this function doesn't actually seem to be referenced anywhere.\n\nr0: render_3d_texture",
@@ -22178,7 +22178,7 @@ class EuItcmOverlay29Functions:
22178
22178
  None,
22179
22179
  None,
22180
22180
  "GetTileAtEntity",
22181
- "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturns: pointer to tile",
22181
+ "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturn: pointer to tile",
22182
22182
  None,
22183
22183
  )
22184
22184
 
@@ -24086,7 +24086,7 @@ class EuItcmOverlay29Functions:
24086
24086
  None,
24087
24087
  None,
24088
24088
  "GetNumberOfAttacks",
24089
- "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturns: int",
24089
+ "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturn: int",
24090
24090
  None,
24091
24091
  )
24092
24092
 
@@ -24617,7 +24617,7 @@ class EuItcmOverlay29Functions:
24617
24617
  None,
24618
24618
  None,
24619
24619
  "DisplayActions",
24620
- "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturns: Seems to be true if there were any pending actions to display.",
24620
+ "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturn: Seems to be true if there were any pending actions to display.",
24621
24621
  None,
24622
24622
  )
24623
24623
 
@@ -26624,7 +26624,7 @@ class EuItcmOverlay29Functions:
26624
26624
  None,
26625
26625
  None,
26626
26626
  "MoveHitCheck",
26627
- "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturns: True if the move hits, false if it misses.",
26627
+ "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturn: True if the move hits, false if it misses.",
26628
26628
  None,
26629
26629
  )
26630
26630
 
@@ -26678,7 +26678,7 @@ class EuItcmOverlay29Functions:
26678
26678
  None,
26679
26679
  None,
26680
26680
  "DungeonRandOutcomeUserTargetInteraction",
26681
- "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
26681
+ "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
26682
26682
  None,
26683
26683
  )
26684
26684
 
@@ -26687,7 +26687,7 @@ class EuItcmOverlay29Functions:
26687
26687
  None,
26688
26688
  None,
26689
26689
  "DungeonRandOutcomeUserAction",
26690
- "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
26690
+ "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
26691
26691
  None,
26692
26692
  )
26693
26693
 
pmdsky_debug_py/jp.py CHANGED
@@ -10949,8 +10949,8 @@ class JpArm9Section:
10949
10949
  class JpItcmFunctions:
10950
10950
 
10951
10951
  CopyAndInterleave = Symbol(
10952
- None,
10953
- None,
10952
+ [0x0],
10953
+ [0x20B4BE0],
10954
10954
  None,
10955
10955
  "CopyAndInterleave",
10956
10956
  "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be 2 * len, while the number of bytes pasted will be 4 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in words)\nr3: val",
@@ -11012,8 +11012,8 @@ class JpItcmFunctions:
11012
11012
  )
11013
11013
 
11014
11014
  Render3dTextureInternal = Symbol(
11015
- None,
11016
- None,
11015
+ [0xA10],
11016
+ [0x20B55F0],
11017
11017
  None,
11018
11018
  "Render3dTextureInternal",
11019
11019
  "Implements most of the rendering logic for Render3dTexture.\n\nr0: render_3d_texture",
@@ -11030,8 +11030,8 @@ class JpItcmFunctions:
11030
11030
  )
11031
11031
 
11032
11032
  Render3dTextureNoSetup = Symbol(
11033
- None,
11034
- None,
11033
+ [0xC60],
11034
+ [0x20B5840],
11035
11035
  None,
11036
11036
  "Render3dTextureNoSetup",
11037
11037
  "Same as Render3dTexture except without calls to Render3dSetTextureParams and Render3dSetPaletteBase to set up geometry engine parameters.\n\nPresumably used to render multiple texture tiles with the same parameters without the extra setup overhead? But this function doesn't actually seem to be referenced anywhere.\n\nr0: render_3d_texture",
@@ -11183,8 +11183,8 @@ class JpItcmFunctions:
11183
11183
  )
11184
11184
 
11185
11185
  InitDmaTransfer_Standard = Symbol(
11186
- None,
11187
- None,
11186
+ [0x1AD0],
11187
+ [0x20B66B0],
11188
11188
  None,
11189
11189
  "InitDmaTransfer_Standard",
11190
11190
  "Initiates a DMA transfer.\n\nSee https://problemkaputt.de/gbatek-gba-dma-transfers.htm and https://en.wikipedia.org/wiki/Direct_memory_access\n\nr0: channel id\nr1: source address\nr2: destination address\nr3: word count",
@@ -22670,7 +22670,7 @@ class JpOverlay29Functions:
22670
22670
  [0x22E2CB8],
22671
22671
  None,
22672
22672
  "GetTileAtEntity",
22673
- "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturns: pointer to tile",
22673
+ "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturn: pointer to tile",
22674
22674
  None,
22675
22675
  )
22676
22676
 
@@ -23180,8 +23180,8 @@ class JpOverlay29Functions:
23180
23180
  )
23181
23181
 
23182
23182
  GetRandomTile = Symbol(
23183
- None,
23184
- None,
23183
+ [0xD3B0],
23184
+ [0x22EAC90],
23185
23185
  None,
23186
23186
  "GetRandomTile",
23187
23187
  "Gets a random valid tile. Used for warping as well as several other things.\n\nThe selection algorithm is as follows:\nFirst, try to randomly select a valid tile that is not a hallway and is at least 6 tiles away from the leader in either direction.\nIf none are found, try to randomly select a valid tile that is not a hallway.\nIf none are found, try to randomly select a valid tile.\nIf none are found, return 0.\n\nA valid tile is defined as a floor tile that has no object or monster on it and also does not have a key door (if r1 is true).\n\nr0: [output] position\nr1: boolean indicating whether or not to exclude key doors\nreturn: whether a tile was successfully found",
@@ -24652,7 +24652,7 @@ class JpOverlay29Functions:
24652
24652
  [0x230138C],
24653
24653
  None,
24654
24654
  "GetNumberOfAttacks",
24655
- "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturns: int",
24655
+ "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturn: int",
24656
24656
  None,
24657
24657
  )
24658
24658
 
@@ -25183,7 +25183,7 @@ class JpOverlay29Functions:
25183
25183
  [0x2306530],
25184
25184
  None,
25185
25185
  "DisplayActions",
25186
- "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturns: Seems to be true if there were any pending actions to display.",
25186
+ "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturn: Seems to be true if there were any pending actions to display.",
25187
25187
  None,
25188
25188
  )
25189
25189
 
@@ -27190,7 +27190,7 @@ class JpOverlay29Functions:
27190
27190
  [0x23250E8],
27191
27191
  None,
27192
27192
  "MoveHitCheck",
27193
- "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturns: True if the move hits, false if it misses.",
27193
+ "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturn: True if the move hits, false if it misses.",
27194
27194
  None,
27195
27195
  )
27196
27196
 
@@ -27244,7 +27244,7 @@ class JpOverlay29Functions:
27244
27244
  [0x2325DC4],
27245
27245
  None,
27246
27246
  "DungeonRandOutcomeUserTargetInteraction",
27247
- "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
27247
+ "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
27248
27248
  None,
27249
27249
  )
27250
27250
 
@@ -27253,7 +27253,7 @@ class JpOverlay29Functions:
27253
27253
  [0x2325EAC],
27254
27254
  None,
27255
27255
  "DungeonRandOutcomeUserAction",
27256
- "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
27256
+ "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
27257
27257
  None,
27258
27258
  )
27259
27259
 
@@ -10888,8 +10888,8 @@ class JpItcmArm9Section:
10888
10888
  class JpItcmItcmFunctions:
10889
10889
 
10890
10890
  CopyAndInterleave = Symbol(
10891
- None,
10892
- None,
10891
+ [0x0],
10892
+ [0x1FF8000],
10893
10893
  None,
10894
10894
  "CopyAndInterleave",
10895
10895
  "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be 2 * len, while the number of bytes pasted will be 4 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in words)\nr3: val",
@@ -10951,8 +10951,8 @@ class JpItcmItcmFunctions:
10951
10951
  )
10952
10952
 
10953
10953
  Render3dTextureInternal = Symbol(
10954
- None,
10955
- None,
10954
+ [0xA10],
10955
+ [0x1FF8A10],
10956
10956
  None,
10957
10957
  "Render3dTextureInternal",
10958
10958
  "Implements most of the rendering logic for Render3dTexture.\n\nr0: render_3d_texture",
@@ -10969,8 +10969,8 @@ class JpItcmItcmFunctions:
10969
10969
  )
10970
10970
 
10971
10971
  Render3dTextureNoSetup = Symbol(
10972
- None,
10973
- None,
10972
+ [0xC60],
10973
+ [0x1FF8C60],
10974
10974
  None,
10975
10975
  "Render3dTextureNoSetup",
10976
10976
  "Same as Render3dTexture except without calls to Render3dSetTextureParams and Render3dSetPaletteBase to set up geometry engine parameters.\n\nPresumably used to render multiple texture tiles with the same parameters without the extra setup overhead? But this function doesn't actually seem to be referenced anywhere.\n\nr0: render_3d_texture",
@@ -11122,8 +11122,8 @@ class JpItcmItcmFunctions:
11122
11122
  )
11123
11123
 
11124
11124
  InitDmaTransfer_Standard = Symbol(
11125
- None,
11126
- None,
11125
+ [0x1AD0],
11126
+ [0x1FF9AD0],
11127
11127
  None,
11128
11128
  "InitDmaTransfer_Standard",
11129
11129
  "Initiates a DMA transfer.\n\nSee https://problemkaputt.de/gbatek-gba-dma-transfers.htm and https://en.wikipedia.org/wiki/Direct_memory_access\n\nr0: channel id\nr1: source address\nr2: destination address\nr3: word count",
@@ -22178,7 +22178,7 @@ class JpItcmOverlay29Functions:
22178
22178
  None,
22179
22179
  None,
22180
22180
  "GetTileAtEntity",
22181
- "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturns: pointer to tile",
22181
+ "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturn: pointer to tile",
22182
22182
  None,
22183
22183
  )
22184
22184
 
@@ -24086,7 +24086,7 @@ class JpItcmOverlay29Functions:
24086
24086
  None,
24087
24087
  None,
24088
24088
  "GetNumberOfAttacks",
24089
- "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturns: int",
24089
+ "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturn: int",
24090
24090
  None,
24091
24091
  )
24092
24092
 
@@ -24617,7 +24617,7 @@ class JpItcmOverlay29Functions:
24617
24617
  None,
24618
24618
  None,
24619
24619
  "DisplayActions",
24620
- "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturns: Seems to be true if there were any pending actions to display.",
24620
+ "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturn: Seems to be true if there were any pending actions to display.",
24621
24621
  None,
24622
24622
  )
24623
24623
 
@@ -26624,7 +26624,7 @@ class JpItcmOverlay29Functions:
26624
26624
  None,
26625
26625
  None,
26626
26626
  "MoveHitCheck",
26627
- "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturns: True if the move hits, false if it misses.",
26627
+ "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturn: True if the move hits, false if it misses.",
26628
26628
  None,
26629
26629
  )
26630
26630
 
@@ -26678,7 +26678,7 @@ class JpItcmOverlay29Functions:
26678
26678
  None,
26679
26679
  None,
26680
26680
  "DungeonRandOutcomeUserTargetInteraction",
26681
- "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
26681
+ "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
26682
26682
  None,
26683
26683
  )
26684
26684
 
@@ -26687,7 +26687,7 @@ class JpItcmOverlay29Functions:
26687
26687
  None,
26688
26688
  None,
26689
26689
  "DungeonRandOutcomeUserAction",
26690
- "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
26690
+ "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
26691
26691
  None,
26692
26692
  )
26693
26693
 
pmdsky_debug_py/na.py CHANGED
@@ -10954,8 +10954,8 @@ class NaArm9Section:
10954
10954
  class NaItcmFunctions:
10955
10955
 
10956
10956
  CopyAndInterleave = Symbol(
10957
- None,
10958
- None,
10957
+ [0x0],
10958
+ [0x20B3380],
10959
10959
  None,
10960
10960
  "CopyAndInterleave",
10961
10961
  "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be 2 * len, while the number of bytes pasted will be 4 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in words)\nr3: val",
@@ -11017,8 +11017,8 @@ class NaItcmFunctions:
11017
11017
  )
11018
11018
 
11019
11019
  Render3dTextureInternal = Symbol(
11020
- None,
11021
- None,
11020
+ [0xA10],
11021
+ [0x20B3D90],
11022
11022
  None,
11023
11023
  "Render3dTextureInternal",
11024
11024
  "Implements most of the rendering logic for Render3dTexture.\n\nr0: render_3d_texture",
@@ -11035,8 +11035,8 @@ class NaItcmFunctions:
11035
11035
  )
11036
11036
 
11037
11037
  Render3dTextureNoSetup = Symbol(
11038
- None,
11039
- None,
11038
+ [0xC60],
11039
+ [0x20B3FE0],
11040
11040
  None,
11041
11041
  "Render3dTextureNoSetup",
11042
11042
  "Same as Render3dTexture except without calls to Render3dSetTextureParams and Render3dSetPaletteBase to set up geometry engine parameters.\n\nPresumably used to render multiple texture tiles with the same parameters without the extra setup overhead? But this function doesn't actually seem to be referenced anywhere.\n\nr0: render_3d_texture",
@@ -11188,8 +11188,8 @@ class NaItcmFunctions:
11188
11188
  )
11189
11189
 
11190
11190
  InitDmaTransfer_Standard = Symbol(
11191
- None,
11192
- None,
11191
+ [0x1A68],
11192
+ [0x20B4DE8],
11193
11193
  None,
11194
11194
  "InitDmaTransfer_Standard",
11195
11195
  "Initiates a DMA transfer.\n\nSee https://problemkaputt.de/gbatek-gba-dma-transfers.htm and https://en.wikipedia.org/wiki/Direct_memory_access\n\nr0: channel id\nr1: source address\nr2: destination address\nr3: word count",
@@ -22677,7 +22677,7 @@ class NaOverlay29Functions:
22677
22677
  [0x22E1628],
22678
22678
  None,
22679
22679
  "GetTileAtEntity",
22680
- "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturns: pointer to tile",
22680
+ "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturn: pointer to tile",
22681
22681
  None,
22682
22682
  )
22683
22683
 
@@ -23187,8 +23187,8 @@ class NaOverlay29Functions:
23187
23187
  )
23188
23188
 
23189
23189
  GetRandomTile = Symbol(
23190
- None,
23191
- None,
23190
+ [0xD3E8],
23191
+ [0x22E9628],
23192
23192
  None,
23193
23193
  "GetRandomTile",
23194
23194
  "Gets a random valid tile. Used for warping as well as several other things.\n\nThe selection algorithm is as follows:\nFirst, try to randomly select a valid tile that is not a hallway and is at least 6 tiles away from the leader in either direction.\nIf none are found, try to randomly select a valid tile that is not a hallway.\nIf none are found, try to randomly select a valid tile.\nIf none are found, return 0.\n\nA valid tile is defined as a floor tile that has no object or monster on it and also does not have a key door (if r1 is true).\n\nr0: [output] position\nr1: boolean indicating whether or not to exclude key doors\nreturn: whether a tile was successfully found",
@@ -24659,7 +24659,7 @@ class NaOverlay29Functions:
24659
24659
  [0x22FFF5C],
24660
24660
  None,
24661
24661
  "GetNumberOfAttacks",
24662
- "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturns: int",
24662
+ "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturn: int",
24663
24663
  None,
24664
24664
  )
24665
24665
 
@@ -25190,7 +25190,7 @@ class NaOverlay29Functions:
25190
25190
  [0x2304FE0],
25191
25191
  None,
25192
25192
  "DisplayActions",
25193
- "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturns: Seems to be true if there were any pending actions to display.",
25193
+ "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturn: Seems to be true if there were any pending actions to display.",
25194
25194
  None,
25195
25195
  )
25196
25196
 
@@ -27197,7 +27197,7 @@ class NaOverlay29Functions:
27197
27197
  [0x2323C48],
27198
27198
  None,
27199
27199
  "MoveHitCheck",
27200
- "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturns: True if the move hits, false if it misses.",
27200
+ "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturn: True if the move hits, false if it misses.",
27201
27201
  None,
27202
27202
  )
27203
27203
 
@@ -27251,7 +27251,7 @@ class NaOverlay29Functions:
27251
27251
  [0x2324934],
27252
27252
  None,
27253
27253
  "DungeonRandOutcomeUserTargetInteraction",
27254
- "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
27254
+ "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
27255
27255
  None,
27256
27256
  )
27257
27257
 
@@ -27260,7 +27260,7 @@ class NaOverlay29Functions:
27260
27260
  [0x2324A20],
27261
27261
  None,
27262
27262
  "DungeonRandOutcomeUserAction",
27263
- "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
27263
+ "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
27264
27264
  None,
27265
27265
  )
27266
27266
 
@@ -10888,8 +10888,8 @@ class NaItcmArm9Section:
10888
10888
  class NaItcmItcmFunctions:
10889
10889
 
10890
10890
  CopyAndInterleave = Symbol(
10891
- None,
10892
- None,
10891
+ [0x0],
10892
+ [0x1FF8000],
10893
10893
  None,
10894
10894
  "CopyAndInterleave",
10895
10895
  "Copies data from src to dst, placing the last 4 bits of val after every 4 bits copied.\n\nIn total, the number of bytes copied from src will be 2 * len, while the number of bytes pasted will be 4 * len.\n\nr0: [output] dst\nr1: src\nr2: len (in words)\nr3: val",
@@ -11122,8 +11122,8 @@ class NaItcmItcmFunctions:
11122
11122
  )
11123
11123
 
11124
11124
  InitDmaTransfer_Standard = Symbol(
11125
- None,
11126
- None,
11125
+ [0x1A68],
11126
+ [0x1FF9A68],
11127
11127
  None,
11128
11128
  "InitDmaTransfer_Standard",
11129
11129
  "Initiates a DMA transfer.\n\nSee https://problemkaputt.de/gbatek-gba-dma-transfers.htm and https://en.wikipedia.org/wiki/Direct_memory_access\n\nr0: channel id\nr1: source address\nr2: destination address\nr3: word count",
@@ -22178,7 +22178,7 @@ class NaItcmOverlay29Functions:
22178
22178
  None,
22179
22179
  None,
22180
22180
  "GetTileAtEntity",
22181
- "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturns: pointer to tile",
22181
+ "Returns a pointer to the tile where an entity is located.\n\nr0: pointer to entity\nreturn: pointer to tile",
22182
22182
  None,
22183
22183
  )
22184
22184
 
@@ -24086,7 +24086,7 @@ class NaItcmOverlay29Functions:
24086
24086
  None,
24087
24087
  None,
24088
24088
  "GetNumberOfAttacks",
24089
- "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturns: int",
24089
+ "Returns the number of attacks that a monster can do in one turn (1 or 2).\n\nChecks for the abilities Swift Swim, Chlorophyll, Unburden, and for exclusive items.\n\nr0: pointer to entity\nreturn: int",
24090
24090
  None,
24091
24091
  )
24092
24092
 
@@ -24617,7 +24617,7 @@ class NaItcmOverlay29Functions:
24617
24617
  None,
24618
24618
  None,
24619
24619
  "DisplayActions",
24620
- "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturns: Seems to be true if there were any pending actions to display.",
24620
+ "Graphically displays any pending actions that have happened but haven't been shown on screen yet. All actions are displayed at the same time. For example, this delayed display system is used to display multiple monsters moving at once even though they take turns sequentially.\n\nr0: Pointer to an entity. Can be null.\nreturn: Seems to be true if there were any pending actions to display.",
24621
24621
  None,
24622
24622
  )
24623
24623
 
@@ -26624,7 +26624,7 @@ class NaItcmOverlay29Functions:
26624
26624
  None,
26625
26625
  None,
26626
26626
  "MoveHitCheck",
26627
- "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturns: True if the move hits, false if it misses.",
26627
+ "Determines if a move used hits or misses the target. It gets called twice per target, once with r3 = false and a second time with r3 = true.\n\nr0: Attacker\nr1: Defender\nr2: Pointer to move data\nr3: False if the move's first accuracy (accuracy1) should be used, true if its second accuracy (accuracy2) should be used instead.\nstack[0]: If true, always hit if the attacker and defender are the same. Otherwise, moves can miss no matter what the attacker and defender are.\nreturn: True if the move hits, false if it misses.",
26628
26628
  None,
26629
26629
  )
26630
26630
 
@@ -26678,7 +26678,7 @@ class NaItcmOverlay29Functions:
26678
26678
  None,
26679
26679
  None,
26680
26680
  "DungeonRandOutcomeUserTargetInteraction",
26681
- "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
26681
+ "Like DungeonRandOutcome, but specifically for user-target interactions.\n\nThis modifies the underlying random process depending on factors like Serene Grace, and whether or not either entity has fainted.\n\nr0: user entity pointer\nr1: target entity pointer\nr2: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
26682
26682
  None,
26683
26683
  )
26684
26684
 
@@ -26687,7 +26687,7 @@ class NaItcmOverlay29Functions:
26687
26687
  None,
26688
26688
  None,
26689
26689
  "DungeonRandOutcomeUserAction",
26690
- "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturns: True if the random check passed, false otherwise.",
26690
+ "Like DungeonRandOutcome, but specifically for user actions.\n\nThis modifies the underlying random process to factor in Serene Grace (and checks whether the user is a valid entity).\n\nr0: entity pointer\nr1: base success percentage (100*p). 0 is treated specially and guarantees success.\nreturn: True if the random check passed, false otherwise.",
26691
26691
  None,
26692
26692
  )
26693
26693
 
@@ -6151,7 +6151,7 @@ Arm9Protocol = SectionProtocol[
6151
6151
  class ItcmFunctionsProtocol(Protocol):
6152
6152
 
6153
6153
  CopyAndInterleave: Symbol[
6154
- Optional[list[int]],
6154
+ list[int],
6155
6155
  None,
6156
6156
  ]
6157
6157
 
@@ -6186,7 +6186,7 @@ class ItcmFunctionsProtocol(Protocol):
6186
6186
  ]
6187
6187
 
6188
6188
  Render3dTextureInternal: Symbol[
6189
- Optional[list[int]],
6189
+ list[int],
6190
6190
  None,
6191
6191
  ]
6192
6192
 
@@ -6196,7 +6196,7 @@ class ItcmFunctionsProtocol(Protocol):
6196
6196
  ]
6197
6197
 
6198
6198
  Render3dTextureNoSetup: Symbol[
6199
- Optional[list[int]],
6199
+ list[int],
6200
6200
  None,
6201
6201
  ]
6202
6202
 
@@ -6281,7 +6281,7 @@ class ItcmFunctionsProtocol(Protocol):
6281
6281
  ]
6282
6282
 
6283
6283
  InitDmaTransfer_Standard: Symbol[
6284
- Optional[list[int]],
6284
+ list[int],
6285
6285
  None,
6286
6286
  ]
6287
6287
 
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: pmdsky-debug-py
3
- Version: 10.0.45
3
+ Version: 10.0.47
4
4
  Summary: pmdsky-debug symbols for Python.
5
5
  Author-email: Marco 'Capypara' Köpcke <hello@capypara.de>
6
6
  License: MIT
@@ -0,0 +1,14 @@
1
+ pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
+ pmdsky_debug_py/_release.py,sha256=O22nQ0OJShq0SI6Vl1pzC7roH_igvXnihkXZAODWhdM,31
3
+ pmdsky_debug_py/eu.py,sha256=q8Rb55CweDOVVLFm28BCGW8VaYdVBxdA8FKU5LWVBw4,1120423
4
+ pmdsky_debug_py/eu_itcm.py,sha256=kUvGq_fMaOSA5PipJUiF8c-JjLrNwtGI99BVUv5XGoY,1070070
5
+ pmdsky_debug_py/jp.py,sha256=RUbr9Rbo5XU3FErtFMr0FfOcMS1ND2UTJLFSrg_LXIQ,1116834
6
+ pmdsky_debug_py/jp_itcm.py,sha256=84yDsGwXwR-HyiLvDVj4Vhd4HQ4Ie4Op2YlTtZSM_P8,1070060
7
+ pmdsky_debug_py/na.py,sha256=cZ9Q39m7TFYEhI2wSFGcNmkm25U0BPfAhJrdV8afLYY,1121367
8
+ pmdsky_debug_py/na_itcm.py,sha256=phF7ibVVNsb2NNJfBsrmICPyStQn4MhFjjvIbAGaz3U,1070070
9
+ pmdsky_debug_py/protocol.py,sha256=UGuZd9vsuEL8FKU8yxvhVDAlBDejHmek8oBTIRKQtCU,329578
10
+ pmdsky_debug_py/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
11
+ pmdsky_debug_py-10.0.47.dist-info/METADATA,sha256=LVIEtywhl9WQIaq0fA2K7kkRO2K6VE7trJqqi5FBdF8,1374
12
+ pmdsky_debug_py-10.0.47.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
13
+ pmdsky_debug_py-10.0.47.dist-info/top_level.txt,sha256=cqvpcJbud2s8IyBAc1MfCySwniko_6qO5LWSSxNIoXI,16
14
+ pmdsky_debug_py-10.0.47.dist-info/RECORD,,
@@ -1,14 +0,0 @@
1
- pmdsky_debug_py/__init__.py,sha256=xvXjdxEqeoQaaS6ssZYVI9jARzv5M4q6FNwA3Z6fOw4,1831
2
- pmdsky_debug_py/_release.py,sha256=fRzPN9Rc0gtrcqsqYMo9LFWai1xi_kf6A7nA8IGJN6I,31
3
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